/// <summary> /// 创建显示实体时加载依赖资源事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的显示实体时加载依赖资源事件。</returns> public static ShowEntityDependencyAssetEventArgs Create(GameFramework.Entity.ShowEntityDependencyAssetEventArgs e) { ShowEntityInfo showEntityInfo = (ShowEntityInfo)e.UserData; ShowEntityDependencyAssetEventArgs showEntityDependencyAssetEventArgs = ReferencePool.Acquire <ShowEntityDependencyAssetEventArgs>(); showEntityDependencyAssetEventArgs.EntityId = e.EntityId; showEntityDependencyAssetEventArgs.EntityLogicType = showEntityInfo.EntityLogicType; showEntityDependencyAssetEventArgs.EntityAssetName = e.EntityAssetName; showEntityDependencyAssetEventArgs.EntityGroupName = e.EntityGroupName; showEntityDependencyAssetEventArgs.DependencyAssetName = e.DependencyAssetName; showEntityDependencyAssetEventArgs.LoadedCount = e.LoadedCount; showEntityDependencyAssetEventArgs.TotalCount = e.TotalCount; showEntityDependencyAssetEventArgs.UserData = showEntityInfo.UserData; return(showEntityDependencyAssetEventArgs); }
private void OnShowEntityDependencyAsset(object sender, GameFramework.Entity.ShowEntityDependencyAssetEventArgs e) { m_EventComponent.Fire(this, ShowEntityDependencyAssetEventArgs.Create(e)); }